More generic collision handling
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parent
9be9f8e739
commit
fd59aaa55c
4 changed files with 78 additions and 57 deletions
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@ -6,7 +6,9 @@ import { loadMap } from '../view/map';
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import { Renderer } from '../view/renderer/renderer';
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import { Renderer } from '../view/renderer/renderer';
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import { SpriteView } from '../view/sprite';
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import { SpriteView } from '../view/sprite';
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import { Collidable } from '../math/collision';
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import { LineSegment, Movement } from '../math/line';
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import { LineSegment, Movement } from '../math/line';
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import { Point } from '../math/point';
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import { getJSON } from '../util';
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import { getJSON } from '../util';
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import { vec2 } from 'gl-matrix';
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import { vec2 } from 'gl-matrix';
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@ -24,8 +26,8 @@ export class GameContext {
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);
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);
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}
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}
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private static mkCollision(collision: Collision[]): LineSegment[] {
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private static mkCollision(collision: Collision[]): Collidable[] {
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const ret: LineSegment[] = [];
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const ret: Collidable[] = [];
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for (const c of collision) {
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for (const c of collision) {
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switch (c.type) {
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switch (c.type) {
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@ -39,13 +41,18 @@ export class GameContext {
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ret.push(LineSegment.fromPoints(vec2.clone(prev), vec2.clone(v)));
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ret.push(LineSegment.fromPoints(vec2.clone(prev), vec2.clone(v)));
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prev = v;
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prev = v;
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}
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}
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for (const v of c.vertices) {
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ret.push(new Point(vec2.clone(v)));
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prev = v;
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}
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}
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}
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}
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}
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return ret;
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return ret;
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}
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}
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private static async loadMap(renderer: Renderer): Promise<[SpriteView, LineSegment[]]> {
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private static async loadMap(renderer: Renderer): Promise<[SpriteView, Collidable[]]> {
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const map = new MapData(await getJSON('resources/map/test.json'));
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const map = new MapData(await getJSON('resources/map/test.json'));
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return [await loadMap(renderer, map), this.mkCollision(map.collision)];
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return [await loadMap(renderer, map), this.mkCollision(map.collision)];
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}
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}
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@ -53,7 +60,7 @@ export class GameContext {
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private time: number|null = null;
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private time: number|null = null;
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private readonly tick = 10; // ms per tick
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private readonly tick = 10; // ms per tick
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private readonly speed = 0.05; // movement per tick
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private readonly speed = 0.04; // movement per tick
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private readonly maxSkip = 20; // maximum ticks to process in a single render step
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private readonly maxSkip = 20; // maximum ticks to process in a single render step
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private readonly input: DirectionHandler;
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private readonly input: DirectionHandler;
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@ -67,7 +74,7 @@ export class GameContext {
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private readonly renderer: Renderer,
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private readonly renderer: Renderer,
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private readonly mapView: SpriteView,
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private readonly mapView: SpriteView,
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private readonly entity: SpriteView,
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private readonly entity: SpriteView,
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private readonly collision: LineSegment[],
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private readonly collision: Collidable[],
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) {
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) {
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this.input = new DirectionHandler();
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this.input = new DirectionHandler();
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this.input.addListener((v) => {
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this.input.addListener((v) => {
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@ -102,7 +109,7 @@ export class GameContext {
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const move = new Movement(this.entityPos, dest);
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const move = new Movement(this.entityPos, dest);
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for (const c of this.collision) {
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for (const c of this.collision) {
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if (!c.collidesMoveCircle(dest2, move, this.collisionRadius))
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if (!c.collide(dest2, move, this.collisionRadius))
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continue;
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continue;
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if (!vec2.exactEquals(dest, dest2)) {
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if (!vec2.exactEquals(dest, dest2)) {
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7
src/math/collision.ts
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7
src/math/collision.ts
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@ -0,0 +1,7 @@
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import { Movement } from './line';
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import { vec2 } from 'gl-matrix';
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export interface Collidable {
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collide(out: vec2, move: Movement, r: number): boolean;
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}
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@ -1,4 +1,5 @@
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import { mat2, vec2 } from 'gl-matrix';
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import { mat2, vec2 } from 'gl-matrix';
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import { Collidable } from './collision';
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const rot90 = mat2.fromValues(
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const rot90 = mat2.fromValues(
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0, 1,
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0, 1,
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@ -80,7 +81,7 @@ export class Movement {
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}
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}
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}
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}
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export class LineSegment extends Line {
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export class LineSegment extends Line implements Collidable {
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public static fromPoints(p1: vec2, p2: vec2): LineSegment {
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public static fromPoints(p1: vec2, p2: vec2): LineSegment {
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const d = vec2.dist(p1, p2);
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const d = vec2.dist(p1, p2);
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const v = vec2.sub(vec2.create(), p2, p1);
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const v = vec2.sub(vec2.create(), p2, p1);
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@ -101,12 +102,25 @@ export class LineSegment extends Line {
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return vec2.scaleAndAdd(out, this.p, this.v, this.l);
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return vec2.scaleAndAdd(out, this.p, this.v, this.l);
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}
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}
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public collidesPoint(p2: vec2): boolean {
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public containsPoint(p2: vec2): boolean {
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const d = this.projectPointDistance(p2);
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const d = this.projectPointDistance(p2);
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return (d >= 0 && d <= this.l);
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return (d >= 0 && d <= this.l);
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}
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}
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public collidesMove(out: vec2, move: Movement): boolean {
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public collide(out: vec2, move: Movement, r: number): boolean {
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const t = this.getNormal(vec2.create());
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vec2.scale(t, t, -r);
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const refMove = move.translate(t);
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if (!this.collideRef(out, refMove))
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return false;
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vec2.sub(out, out, t);
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return true;
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}
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private collideRef(out: vec2, move: Movement): boolean {
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if (this.distancePoint(move.p1) < 0)
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if (this.distancePoint(move.p1) < 0)
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return false;
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return false;
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@ -114,58 +128,11 @@ export class LineSegment extends Line {
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return false;
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return false;
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const x = move.intersectLine(vec2.create(), this);
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const x = move.intersectLine(vec2.create(), this);
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if (!this.collidesPoint(x))
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if (!this.containsPoint(x))
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return false;
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return false;
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this.projectPoint(out, move.p2);
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this.projectPoint(out, move.p2);
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return true;
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return true;
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}
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}
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public collidesMoveCircle(out: vec2, move: Movement, r: number): boolean {
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const t = this.getNormal(vec2.create());
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vec2.scale(t, t, -r);
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const refMove = move.translate(t);
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const refOut = vec2.create();
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if (this.collidesMove(refOut, refMove)) {
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vec2.sub(out, refOut, t);
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return true;
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}
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return this.collidesPointMoveCircle(out, move, r);
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}
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private collidesPointMoveCircle(out: vec2, move: Movement, r: number): boolean {
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const moveLine = move.toLineSegment();
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if (moveLine.projectPointDistance(this.p) < 0)
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return false;
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const d = moveLine.distancePoint(this.p) / r;
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if (Math.abs(d) >= 1)
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return false;
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const e = Math.sqrt(1 - d * d);
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const t = moveLine.getNormal(vec2.create());
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vec2.scale(t, t, d);
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vec2.scaleAndAdd(t, t, moveLine.v, e);
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const tr = vec2.scale(vec2.create(), t, r);
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const refMove = move.translate(tr);
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if (vec2.sqrDist(this.p, move.p1) > r * r && !refMove.passes(this.p))
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return false;
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normal(t, t);
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const tang = new Line(this.p, t);
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tang.projectPoint(out, refMove.p2);
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vec2.sub(out, out, tr);
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return true;
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}
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}
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}
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40
src/math/point.ts
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40
src/math/point.ts
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@ -0,0 +1,40 @@
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import { Collidable } from './collision';
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import { Line, Movement, normal } from './line';
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import { vec2 } from 'gl-matrix';
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export class Point implements Collidable {
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constructor(public readonly p: vec2) {}
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public collide(out: vec2, move: Movement, r: number): boolean {
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const moveLine = move.toLineSegment();
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if (moveLine.projectPointDistance(this.p) < 0)
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return false;
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const d = moveLine.distancePoint(this.p) / r;
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if (Math.abs(d) >= 1)
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return false;
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const e = Math.sqrt(1 - d * d);
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const t = moveLine.getNormal(vec2.create());
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vec2.scale(t, t, d);
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vec2.scaleAndAdd(t, t, moveLine.v, e);
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const tr = vec2.scale(vec2.create(), t, r);
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const refMove = move.translate(tr);
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if (vec2.sqrDist(this.p, move.p1) > r * r && !refMove.passes(this.p))
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return false;
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normal(t, t);
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const tang = new Line(this.p, t);
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tang.projectPoint(out, refMove.p2);
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vec2.sub(out, out, tr);
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return true;
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}
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}
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